#Help

1 messages · Page 1 of 1 (latest)

frosty osprey
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Need a bit more context what are you making?

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I think I know a way but it might be a little overkill for what you are making

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I'm going to assume that you are using a int variable right?

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There are these you might be able to use

pseudo shale
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That’s not what he needs

vagrant carbon
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Multiple ways to do this, but I would say you could send an event with the numbers (and the player's index with that number) and then compare. Then, send back that value multiplied by 10, etc etc

Just in simple terms, I'd let someone else explain and post something since I'm a little busy rn but yee

pine nest
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When they sit down, have it save to a sync'd variable for that seat. When you are ready to do the compare, you just compare the 2 sync'd values.

vagrant carbon
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I mean if Tags were not broken as hell, you could save their numbers as their own tags and then compare with that

frosty osprey
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I'll make a basic system and put it here later

frosty osprey
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@drowsy halo here you go just don't sync the variable you'll be fine

vagrant carbon
# frosty osprey <@456226577798135808> here you go just don't sync the variable you'll be fine

That's like setting 2 synced Int Variables-

The easiest method would be using Tags. Which does not use NET but may break (even I'd rarely now.)

The most reliable method would be using Events or a "Custom Tags System". These do use NET but is much less likely to break.

I would say this person should use Tags until they learn how to properly use Events to send and transmit data between players (sending data to another player, and/or them sending back data.)

frosty osprey
vagrant carbon
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You are setting the text to the number. If the text is not synced, then the Parse Float will just output what the Local Player sees it as, which in this case would be 0. If the text is synced, then it will take NET and be the exact same but more intensive than just setting 2 synced Int Variables.

frosty osprey
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So what's the problem with my circuit

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Because I tested it and works as intended

vagrant carbon
vagrant carbon
frosty osprey
vagrant carbon
frosty osprey
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Which is what the if player is local is doing

vagrant carbon
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For the Tags method, you locally set the Local Player's Tags to their Int Value when they enter the seat.

You then get both players to check each others Tags via Get (First) Tag(s), and compare it to your own, then (if yours is higher using Greater Than) you Multiply your own Int Value by 10, and set your Int Value to the Result.

vagrant carbon